In Reus, you control powerful giants that help you shape the planet to your will. You can create mountains and oceans, forests and more. Enrich your planet with plants, minerals and animal life. There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices.
User reviews: Very Positive (2,530 reviews)
Release Date: May 16, 2013

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Recommended By Curators

"An interesting Indie game in which you sculpt a planet using giants while trying to keep the people from horribly murdering each other in wars."


"Reus is a game of logical, organic systems presented as simply as possible. It's a delight to play at every turn."
9/10 – Destructoid

"Sowing the seeds of a flourishing planet and a prosperous populace is a wonderfully welcome challenge in Reus."
8/10 – Gamespot

" excellent and addicting game that more than earns its 10$ price tag."
9/10 – RTS Guru

About This Game

In Reus, you control powerful giants that help you shape the planet to your will. You can create mountains and oceans, forests and more. Enrich your planet with plants, minerals and animal life. There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices. You can shape their world, but not their will. Provide for them and they may thrive. Give them too much, and their greed may gain the upper hand.

Key Features

  • Control four mighty giants, each with their unique abilities
  • Terra-form the planet to your will, experiment with different terrain types
  • A complex system of upgrades and synergies allows for endless styles of play
  • Observe humanity, let your giants praise or punish them
  • Enjoy an interesting art style and a strong soundtrack
  • Enrich the planet with over 100 plants, animals and minerals
  • Unlock new content by helping humanity achieve numerous developments

System Requirements

    • Processor:Intel® Core 2 Duo or AMD Phenom processor
    • Memory:2 GB RAM
    • Graphics:DirectX10(R) compatible card with 512MB of memory
    • Hard Drive:500 MB HD space
    • OS:Windows 7
    • Processor:Intel® Core i5 or AMD Phenom II
    • Memory:4 GB RAM
    • Graphics:DirectX10(R) compatible card with 1024MB of memory
    • Hard Drive:500 MB HD space
Helpful customer reviews
193 of 226 people (85%) found this review helpful
1 person found this review funny
1.1 hrs on record
Posted: November 18, 2014
Click for Gameplay Trailer - Review
+ nice style
+ always clearly
+ free zoom
- no special effects

+ nice build mood
+ exciting endgame
- no god feeling

+ appropriate sound effects
+ coherent, unobtrusive soundscape
- no dynamic background music

+ fair difficulty
+ each area has its advantages and disadvantages
+ challenging management
- but to hard in endgame

+ all giants immediately available
+ formable world from the beginning
+ settlements influence each other
- always the same starting phase

Game Size:
+ many achievements
+ detailed tutorial
+ 30, 60, 120-minute games
- no scenarios
- small world

The seed of a thriving planet and a wealthy population is a wonderfully welcome challenge in Reus.
Reus is a "God" game with a divergent, yet wonderfully appealing look and feel to it. While on the surface, your actions will decide the fate of the human race, at its core, the experience conjures up some elements that puzzle and match-type game enthusiasts may well find appealing.

The world begins as gray, face circuit - a 2D area - with a volcanic core. From the dead soil spring forth giants; great lumbering titans who slowly walk the land in huge strides. These giants are the agents of the player, ostensibly a god, and are the catalysts for the planet's rebirth.
Each of these behemoths has a niche, represented by their striking appearance. The blue-grey crab giant is a master of oceans, while his sentient mountain friend raises the land and creates deserts. There are four in total, covering the realms of the sea, desert, forest and swamp.

The basic concept is to use four giants - Ocean, Forest, Rock and Swamp - to place down biomes and resources with a suitably powerful thud. On their own, nomads will establish villages around those resources, and we help build them up by carefully manipulating the environment in their territories.
It’s tough, as there’s almost no space for trees, minerals or other natural resources, and no way to give the lazy little ♥♥♥♥♥♥♥s a divine slap ‘round the ear from the Rock Giant. Instead, you have to make the most of their territory by combining and upgrading basic resources through symbiosis/transmutation. The desires of humans can complicate your life in other ways, too.
Give them too much too quickly, and they get greedy. If the greed of some humans does get the better of them, you can let them wage war on (and possibly destroy) other villages; you can try to punish them into a state of humility; or you can always opt for a good old-fashioned smiting via your rock giant's mountain ability.

Each new game from Reus is an opportunity to promote the world more and more. Checking off items on the long list of objectives - is opening up new resources and the game, getting more and more complex - from the development of a prosperous city with plants and animals, the development of which often goes to war.

Reus is a game of logical, organic systems presented as simply as possible.
Reus grows into a game that presents complex challenges, a great deal of flexibility, and the freedom to determine your own standards of success. The world is brightly hued, villages teem with busy denizens, the mineral veins, flora and fauna you seed across the planet are vibrant and diverse.
If you are looking for a simple sim game, or even a puzzle game that is something beyond dropping blocks, you should give Reus a look.

Score: 72 / 100

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35 of 36 people (97%) found this review helpful
16.4 hrs on record
Posted: February 21
There are several reasons why I really enjoy Reus and believe it to be a well-made and fun game. I can certainly see why it may not appeal to absolutely everyone, but I think it does what it does well and does so in a charming little way that remains unique to its own identity.

It is a casual game, and a very much toned-down “civilization-management” style game compared to others in that genre. It is actually a “god-sim” style game where you influence but do not control the civilizations in your world. Furthermore it is round based, each round starting from scratch and lasting 1 to 2 hours; however unlocks and certain progressions are saved across all rounds.

The main thing that I like about Reus is that it satisfies the desire to play a civilization-management / god-sim style game without overloading the player with piles upon piles of data to keep track of. The tutorial is great, and slowly introduces the mechanics to the game. Even after the tutorial ends, things in the game are unlocked relatively slowly as the player completes rounds of gameplay. All this prevents you from feeling overwhelmed when you start playing. And you can really understand how the game works piece by piece instead of it all just being tossed in your face immediately after clicking “New Game.” It is a bit of a double-edged blade, however, as some players may inevitably find Reus to be lacking, as it is truly far less complex than many other games involving civilization-management.

The game is quite simplistic and it is way more god-sim than it is civilization-management; and it shows in the gameplay. Control is limited and simple, and much of the development is automated while the player just makes sure everything is going smoothly by managing resources, and occasionally divinely-intervening in affairs of the NPC civilizations.

Additionally, the art style, music, and even the game mechanics all add to the simple charm of the game that gives Reus its positive identity. The game isn’t very innovative but it does have a unique feel that will satisfy. Once you get into the swing of things, you will find Reus to be quite addictive.

In summary, I would say that hardcore fans of the civilization-management genre will probably find Reus way too casual. In truth it is much more so a casual god-sim than it is anything else. But for people who are interested in getting a small taste of civilization-management without the overwhelming feeling and tedious gameplay, they may be pleasantly surprised at what Reus has to offer.
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64 of 93 people (69%) found this review helpful
1 person found this review funny
5.5 hrs on record
Posted: September 22, 2014
Reus is a pure optimization game - build a village, give them what they want (but no more) with the limited land available, repeat ad nauseum. The various tech trees of plants/animals/minerals hides its information away and it quickly becomes apparent that the most optimal way to play is with an Excel Spreadsheet and the Wiki next to it. Your reward for optimizing and completing a project is ambassadors and buildings you can use to do more optimizing, all while staring at the same planet you set up at the very start of the game. Want to go exploring the tech tree? Too bad, you've just ruined all the bonuses from your old plants and need to set up new ones, all while dealing with obnoxious cooldown timers.

Reus isn't bad at what it does, but it lacks purpose beyond optimization for its own sake.
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22 of 25 people (88%) found this review helpful
2 people found this review funny
23.4 hrs on record
Posted: October 4, 2014
It's a great game if you like trying to maximize efficiency. There is something very satisfying about cobbling together a few planets and trying to make thing coexist... then learning new strategies and patterns that are even more fruitful. There is a nice steadily deepening set of gameplay mechanics that comes with the resources you unlock at the end of each world that leaves me looking forward to the start of the next era. There are also interesting challenges presented (Like have a village reach a certain prosperity using only plants and animals) which let you try something out of the ordinary. These challenges do bring one of my few gripes though, as I'm never sure when a village is going to expand (and include a resource that is not allowed) or if I'm even allowed to use adjacency bonuses with offending resources that are outside of the village borders.

For those who want to know a little more about the game:
This a game is all about adjacency bonuses. There are two basic kinds of plants/minerals/animals per biome and 5 biomes. Then all of those can be evolved a couple of times with various aspects... and each stage of evolution has different bonuses, usually pertaining to what it is near. This on it's own could probably be mathematically solved pretty easily to yield the greatest possible output of the planet you control, but then there's humans that pop up and build cities over some resources and have projects that they want to build, throwing in extra bonuses that apply to things within their border. At the end of the era, you unlock new plants and animals and minerals to use in future plays.
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63 of 104 people (61%) found this review helpful
1 person found this review funny
2.3 hrs on record
Posted: November 4, 2014
I do not reccomend Reus. While it is a cool concept for a game, the game quickly grows stale and boring quickly, and after playing it once or twice, I found myself not picking it back up, instead opting for other games. I thought on it, and decided this was because of how restricted it was, it allowed you to puppet everything, but didn't allow you any actual power over many things in the game, it felt more like a game of watching rather than doing. It earns a 5/10. Stale and boring.
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31 of 49 people (63%) found this review helpful
5.2 hrs on record
Posted: September 22, 2014
There are two schools of game design. The first, puts emphasis on how things “feel”. The second, tries to make all the numbers add up on a spreadsheet. The first may not be all that balanced, but the second tends to be no fun at all. Reus leans too much towards the second.

A session of Reus goes like this: you pick how long you want to play, 30, 60 or 120 minutes. There is a non-time limited Freeplay, but you won’t unlock any new technologies in that mode. As the game starts, you’re presented with a flat, formless planet and four Giants. Each Giant represents a sort-of element: Water, Swamp, Forest and Rock. Each can terraform the landscape in their own way, and manipulate the ecosystem by creating creatures or plants. Casting these “spells” costs nothing, and often you’ll have to overwrite previously placed elements as the situation changes.

Spells don’t have any real logical match-up to their Giant, which can be very confusing until you have it all mapped out via rote memorization. After a terrain type has been made, such as forest, settlers will move in and set up a little camp. The way the Giants move around, the circular cut-away view of the planet, and all the little people doing their thing, is very charming. But underneath that charm is a very cold, soulless spreadsheet that governs how the game plays out.

Reus is more of a puzzle game than a god sim. Settlers will construct a “project”, mostly at random, and you need to manage the landscape within a town’s boundaries to meet the project’s completion criteria. These range from having enough Food, Tech, or more difficult ones, like going to war with another settlement. Fauna and flora have “synergies”, which unlock additional resources when things are placed a certain way. It’s a house-of-cards balancing act, placing things next to other things in the most optimal way. When a project completes, you gain an Ambassador which - when paired with a specific Giant - unlocks more powers for that Giant. New projects start, and you need to rearrange things to meet the new criteria.

The foil to the system comes from Greed. If a town grows too fast, or lacks sufficient Threat from nearby Predators, they’ll stop fearing the Giants and may even start to attack them with arrows. Which is possibly the only real humanising moment to be found in the game, watching the Giants cower. When the time limit runs out, the Giants go to sleep, and you unlock new technologies to use in the next session, depending on how well you did.

I kept asking myself, “is Reus badly designed, or am I just bad at it?” It’s a difficult question, made all the more vexing when you’re aware of the Dunning–Kruger effect. Reus is a badly designed game. But that doesn’t mean it’s a bad game. There just isn’t much to it.
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19 of 28 people (68%) found this review helpful
14.8 hrs on record
Posted: September 20, 2014
-Quick Review-
Reus is a simulation strategy game that allows you to control four giants to create a whole world. You can choose between swaps, deserts, mountains, oceans and forests. As you create your world humans will build cities, will you help the humans achieve utopia... or will their greed cause you to destroy them ...or them you.
-Detailed breakdown review-
Story: Has anyone seen this ever watched the old cartoon "The Iron Giant"? (Warner bros, 1999) This game is nothing like that movie. I just wanted to see if there's anyone else that remembers that film. Actually all that's similar is the giant aspect.
I don't think there is a single word spoken throughout the game, the game starts out by teaching you how to use the various giants. and explains how to shape the world around you. When I started I felt very overwhelmed about how much I had to learn, don't worry about learning it all right away, you'll have plenty of time to slowly get used to the concepts in the game as you progress.
As you play you unlock new animals/fruit/plants and longer world lengths. As you progress you need to accomplish various different goals, this give the game a sense of direction to keep trying to get better, and experience different things.

Game Play: You only control 4 giants, you select various abilities and tell them where to build and what to build. When the humans show up you try to help them and keep their development very balanced so that they don't have more than their neighbors and try to prevent wars... unless you want wars, then go ahead and give one city all the things and watch the humans become greedier then Ebenezer Scrooge.
the game controls are simple, you can play the game with just clicking, but I try to get used to the hot keys for faster response time. the giant also need to move to the selected location before it can build or destroy anything, this does limit how fast you can create on your world.

Achievements: The achievements in Reus are tied directly with achievements in game, and these achievements, when earned, unlock various new animals/fruit/plants to add to your world. This makes getting achievements actually mean something, other then aesthetics and a good pat on the back.

Price: Reus costs $9.99, I've put in 11 hours so far, this game is by far worth it's price. I did buy the game over the steam summer sale, but even at full price that's pretty good quality.

Conclusion: I strongly recommend the game to anyone who likes strategy games, again the game has some fun things to unlock, and various ways to play through it to unlock more the controls are simple, the strategy is engaging, and I just enjoyed playing this game, and will continue playing because I still haven't played through without getting at least one new thing unlocked.
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6 of 6 people (100%) found this review helpful
19.9 hrs on record
Posted: December 31, 2014
Short Verdict: Reus is a beautiful strategy, god simulator game. You control 4 giants who can terraform the planet, and add animals, plants and minerals, while you watch peoples settling villages, exploring the resources you made available, getting greedy, waging wars and even attacking you. I have to say that I don't usually like games froms this genre, but Reus has so many fresh elements and the concept appealed so much to me that I've really enjoyed playing it--and I still will in the future! I've played it for 20h so far, or so it seems, but I'm definitely not done with Reus. It has a few minor flaws, but it's a great game.

  • Reus features something really nice called symbiosis, which means some natural sources (animals, plants and minerals) get bonuses when put close to or distant from other elements
  • Gorgeous 2D graphics
  • Each giant has a unique set of skills, which you can unlock and upgrade as you complete projects
  • Speaking of which, projects are like short-term objectives you need to achieve for a tribe and they give bonuses to the tribes and provide ambassadors to improve your giants' skills
  • There 3 unique main biomes (forest, swamp and desert), plus 2 extra minor biomes (mountains and sea), each of those having their own sets of natural sources
  • In-game achievements unlock new natural sources, adding new elements to new games, not to mention they provide ideas for what you should do in a given era, adding a lot of replay value
  • Reus also disencourages you from getting ahead of yourself and starting to create a lot of natural sources, since they make your tribe greedy and you may end up losing everything or even being attacked. If you still wanna rush, you can add "awe" and/or "danger" (by setting the right natural sources), so the villagers are struck by them and don't have time to get greedy.
  • Basically, you can play the game and succeed using different strategies, which adds a lot of replay value to the game

  • The beginning of each era (or "game", if you'd prefer) is always the same, and that takes a bit of the replay value away--the only difference is what you decide to do in a given era. So I always sigh when I'm starting a new era. And usually I have no patience to start a new game right after finishing another one.
  • The game starts really slow, then in the end your giants can't handle all the fuss anymore, unless (maybe) if you activate a cheat (they call it "alternative option") to make them faster. Giants' speed could've been more fine-tuned.
  • Greed sucks. I love the concept, but you should be able to do something to make it go down. Once a village becomes greedy, nothing will revert that. Then you'd have to either deal with it until the end of the era, or destroy it and start from scratch. And you'll probably have to destroy all natural sources, too, since a new village settled in the same spot with become greedy in seconds!
  • Not a con to me, but many people mentioned it, so I thought I should, too: you'll be doing a lot of math in your head! "If I change my chickens for a salt mine, I lose 3 food, but I get 10 money. Oh, wait, but I'll lose that other symbosis and I'll lose 10 tech, but I'll get 15 awe from a new symbiosis..." etc.
  • Because of that, Reus generates a lot of analysis paralysis--you'll probably pause a lot and spend at least 3 or 4 hours playing a one-hour era.

Bought on: I actually traded a bundle link for Reus for another one I had. But it's not an expensive game. Definitely worth its full price.
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9 of 12 people (75%) found this review helpful
1.7 hrs on record
Posted: November 3, 2014
It's like an RTS, except that it's not. Feels more like a great implementation of a non-existant euro-style board game. It's a match-3 game, except it's not. It's addictive, because there's always something new to do and the animations are fun and rewarding. When you zoom out, you really feel like you're creating a pocket world. It's humbling, because it keeps telling you that each era comes and goes, and you (the planet) slumber every now and then, waiting for life to spark up again, somewhere.
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4 of 4 people (100%) found this review helpful
15.4 hrs on record
Posted: October 2, 2014
Reus is a simple game.

What it lacks in depth it makes up for with gameplay that keeps you involved with what’s happening in the various areas of your world. Balance out the demands in all of your established biomes and the people will be happy. Fail to do so and you’ll see wholesale revolt by your populations.

It is quick and easy to get into this game: learn the four biomes and what role the associated giant performs and you’re good to go. The game helps you out by giving you progressively more difficult challenges to meet before advancing to the next level.

Is it re-playable? Most definitely, and I would make it part of the gameplay. By this I mean that you have a countdown timer in the “Era” mode which is like a ‘campaign’ mode (I use the term loosely) where you have to successfully complete all the challenges before unlocking the next level (longer countdown, different challenges). Endless re-playability, but some might say endless repetitiveness.

Unfortunately that’s all there is to Reus and while there is no defined end game (besides dying), you can certainly achieve everything there is to achieve in the “Freeplay” mode (no countdown timer). While I do recommend playing this game (positive Steam rating), I cannot call it a good game; it is mediocre at best because of how limited the gameplay is.
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4 of 4 people (100%) found this review helpful
29.0 hrs on record
Posted: September 10, 2014

Since the glorious days of Black & White and the departure of its creator to a more RPG-centered Development there hasn't much news in the god game. Only a few entries were made in the last couple years with no real successor to the genres prime example. Reus is one of these entries. It doesn't try to overthrow the king, but it captures the spirit of Black & White very well. With quite a few changes.


Instead of playing a powerful god that controls cities and mighty creatures alike, and being constantly annoyed by your conscience, you are instead the very planet itself which wakes from its billion years long slumber to fill the surface with life once again. Since you are just a giant rock sorrounding a burning gas ball you receive the aid of four giants to help you fill the surface with all kind of life and protect it, if necessary. I think we had that part somewhere before, didn't end well for the giants. Anyway, your Giants are equipped with very different kinds of powers for that job.


The four Giants are called after the four Biomes they can create. Ocean, Forest, Mountain, and Swamp. They can create Land, setting up Recourses, and even enhance them with different skills, but that later. The first important thing to use is the Terrain Generation. You have five Biomes at your Disposal. While all Giants can only create the Lands they are named after and forest and swamp need to be placed next to an ocean, deserts can only be created when raise a mountain and there is no ocean in its sorounding.
After designing the landscape you are ready for the next step: Resources and Settlements. The main feature of this game is to let small villages settle somewhere and provide them with food and gold and everything they could need. While Black & White lets you decide where to put new villages and what structures they build, you are here to waitfor the game to decide which building they want. And on that comparison, the Villages in Reus are just one single structures you can't interact that much. But that's not that much of a problem since Reus uses a new, almost puzzle-like aproach on how to interact with villages. You create Resources (Animals, Plants, Minerals) and your villagers will start to use them (and give them Food, Wealth, and Tech). Since that alone would be pretty boring, the Resources have special abilities attached to them, which grant additional bonuses if you meet certain requirements. So can a Plant almost double its food output if you place it next to a mineral. And on top of that, the different Resource types behave completely different. While Animal can make your Village more aggresive, while Plants have an effect to counter that. Minerals dont have such a system on that scale like the other two, uses some unique features. Animals and Plants have a range on where they give out their bonuses and form different kinds of Animals and Plants, depending on in which Biome you put them. Minerals on the other hand don't use such fancy techniques. You will create the same Minerals whereever you go (with a few exceptions here and there). And instead of a range system they just throw out all bonus on the place they are standing on. To differentiate them even more you need to overcome a special obstacle (called symbiosis), to to make abilities usable. For this your villages need to already use a certain amount of food, wealt, or tech. Stupid rocks.
Speaking of Villages, these things have, too, some special features worth mentioning. First, Sttlements have Borders. Everything inside these borders will be counted, everything outside ignored. Don't worry, the Borders will expand once the Settlement reached a certain size. The second thing are structures. These are special building outside of the village, which grant certain additional bonuses, depending on what they are. You can have which grants a tech bonus for each Plant within the borders, or fishing docks gives out a food bonus for each fish around it. And completing it will give you the key to victory, an ambassador.
Those little people will then sit on your Giants and unlock new powers. These powers, called Aspects, can increase the output of the recourse a little, or activate the last grand feature in the game, Transmutation. You know, that cool thing where you can transorm something in something completely different. It's fun, just don't try to resurrect your dead mother with it, okay? It works like placing a new resource, the first transmutes are not necessarily more powerful, but more you go down on the transmutation road, the better your outcome will be. Of course, if you don't activate the abilities you won't get much farther with it. So plan ahead and draw yourself a map of all the transmutations (I do and will eventually post it here). It will even help to understand certain structures of the transmutations, like the conjunction between ocean animals, you can jump from both animal a1 and b1 to a2 or b2, while the desert animals a1 and b1 only share c2, a2 and b2 are only reachable from the same letter. So keep that in mind. An interesting addition to this is that in the beginning only very few transmutations are available to you. To unlock additional ones you need to unlock steam achievements, which will be tracked ingame. These things are finally useful for something.


Pretty solid, beautiful drawn, 2-D god game, which can lead to some tedious puzzle work if you want to come far. There are some critic points, like when settlements go and try to beat the ♥♥♥♥ out of your Giants. Reus is one of the best examples of the creativity of indie games. If you like slower paced simulations, where you can watch and devolop the towns under your watchful eye, without any pressure, timed or otherwise, you can't do anything wrong with this game. Buy it, enjoy it, and see for yourself.

If you want to get a better look at a playthrough of this game just click the link below:

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5 of 6 people (83%) found this review helpful
14.1 hrs on record
Posted: September 28, 2014
I feel as though I may be the only one who enjoys this one, but I thought it was a cool experience. A unique take on "god games", you should find yourself having some fun with it. As far as replayability, however, it soley relies on the plethora of achievements there are to get, as once you've beaten a game in a particlar era, you are pretty comfortable with it all and may not find anything new to keep you going. Only in trying to develop a strategy to attain the achievements will you really want to keep playing.
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5 of 6 people (83%) found this review helpful
64.9 hrs on record
Posted: October 10, 2014
tl;dr: buy it on sale if you're looking for a decent pass-time, but don't expect to get huge hours of gameplay from it.

If you're looking for a simple game to pass the time, Reus will do the job. It's not everything I wanted (I felt like more interaction with the villages would be nice, and wars between them felt like they became one-sided too quickly), but I definitely don't regret the purchase.
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6 of 8 people (75%) found this review helpful
6.3 hrs on record
Posted: October 28, 2014
I really love God games where there are minions ever since Black and White and this is exactly what I have been waiting for. While I haven't gotten far in the game, every time I load it up I hae a great time playing it. Reccomended for those that can take a game with a slower pace.
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3 of 3 people (100%) found this review helpful
22.4 hrs on record
Posted: January 18
Reus is a solid and entertaining game. You control four giants who help form a brand new planet as you see fit. It takes some strategy to combine the right resources so that you villages may flourish. And that makes it really addictive, because the better your villages do, the more powers your giants get to add new and more powerful resources. The game also makes good use of developments/achievements, which in itself is quite rewarding when you finish a game.

When starting out playing this game it might take a while to figure out how to combine resources and how to make your giants stronger, but don't let this get you down. You learn a lot by just trying stuff and the in-game explanations make combining resources easier. I would definitely recommend this game for anyone who likes a perfect mix of good artwork and intelligent gameplay. It's one of the best ones I've ever played!
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3 of 3 people (100%) found this review helpful
6 people found this review funny
6.2 hrs on record
Posted: January 25
To sum Reus up in a few lines:

1 - You start off with a clean world, create habitats and life. Nice!
2 - People start settling, you grant those people what they need. Noone is complaining!
3 - Everyone is happy and loves you. This should be easy now...
4 - Different peoples start to have different objectives. Tough, but doable.
5 - Villages start to attack each other. Hey, stop that!
6 - A massive avalanche of goals and deadlines start to overcome you and
8 - You start off with a clean world...
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5 of 7 people (71%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: January 4
You know how an Italian chef kisses his fingers and says something in Italian that translates to "A masterpiece" after tasting their own dish? That's how I feel about this game.
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5 of 7 people (71%) found this review helpful
1.3 hrs on record
Posted: January 25
Reus has a cute, endearing art style that really works and brings the game together into a cohesive whole. The problem is that that cohesive whole is more of a morsel than a full meal. Gameplay purely comes down to optimizing a very small set of tiles while managing a similarly small set of values, and that truly boils down to a lot of tedious testing which feels more like work than fun. Or you could just go search the wiki for optimal builds, because ultimately, memorizing what building goes with what other building is your end goal. Once you know that, the game is over, and that just isn't enough depth to persuade me to choose it over the myriad of other strategy titles.

Abbey Games was really onto something with Reus. I see the potential, but somewhere along the way, they took a wrong turn. I really wanted to like this game -- and I did enjoy the art style -- but the gameplay truly fell short. And what is a game without good gameplay?
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3 of 4 people (75%) found this review helpful
9.4 hrs on record
Posted: January 23
I really wanted to like this game. The art style is lovely and I really enjoy manager games. Unfortunately, there's not actually any game present here. Just look at the screenshots, watch the trailer, and save your money.

Basically what you do is plant vegetables. You put certain vegetables next to each other to get more points, so you can plant more vegetables. The giants and the spherical world try to add tension and depth but they end up being annoying.

Save your money and go play Simcity 2000 again.
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4 of 6 people (67%) found this review helpful
1.3 hrs on record
Posted: January 13
I was really excited about this game, but it was a disappointing experience for me. Game mechanics are simply boring. It is just about: "k units of parameter x is needed, place some y's. Parameter z is rising, you have to put some w's next to that q's". You do something, wait for the consequences, try to balance the numbers. God, those numbers... a very old fashioned way of game logic. Plus, you don't enjoy doing those things because basically you don't see them very much. All the plants, animals etc are simple undetailed miniature figures that wander in the background, they don't seem to interact with the environment. Graphics are very frustrating in that sense, making Reus no different than a board game, except you play it on your own.

After all the tutorials, i didn't have any will to play this game.
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